Doctordarkspawn wrote: »Doctordarkspawn wrote: »IzakiBrotherSs wrote: »Doctordarkspawn wrote: »Joy_Division wrote: »I don't think the Morrowind update made the game more interesting or skillful to play. Just more tedious.
This.
I tire. Of geting screwed. Because people wont rework the difficulty system, or something similar. Enough. Rescend the worst of the sustain changes and get on to redoing the difficulty system, if you want to appease these 'HARDCORE OR BUST' people.
Just quit the game then dude, stop torturing yourself. I just don't get it: why do people tell everyone to quit because the game is apparently trash, but they don't do it themselves? You seem to not be enjoying this game. Considered quitting?
I allready have.
I'm just here to continue to convince people to until these problems are solved, or the game goes under. Just because I left does not mean the problems are fixed, and I want to see them fixed. It isn't about me, it's about wanting a game to come back to.
And just because I quit does not mean my opinion has no merit, either, so dont even bother bringing out that old line.
Wouldn't dream of it. most gaming forums are packed with folks who dont play the game spouting negative after negative. For some reason, its a thing to try and turn folks off a game you dont play with some people.
I do not get it myself. I have left games before, stopped playing when it became no longer fun, but when i left i left... did not hang around throwing flame at those who still enjoyed it.
but that is just me. This other thing some people do, its their thing.
I just prefer doing stuff i like rather than trying to convince others to not like what they like.
But thats me.
Well, for one, (And this is the last post I'ma make off topic)
Like this community wont allready flame you if you say something is bad or needs tweaking? You've experienced this as much as anyone else. So what's good for the goose is good for the gander.
Barring that, the only way these problems gets fixed is if more people leave and hurt the bottom line. As it is ZOS does not want your feedback, them asking for it is meerly a tradition.
People want the game to get better, their gonna have to step up and do what I'm doing. Merely talking never worked. And it's never going to.
If you are having sustain issue you are:
A: not at max level
B: not properly weaving in heavy attacks
C: a combination of both and or not properly setup gear wise.
Sustain is just as strong in most cases this update because of the increased heavy attack resource return.
Personofsecrets wrote: »If you are having sustain issue you are:
A: not at max level
B: not properly weaving in heavy attacks
C: a combination of both and or not properly setup gear wise.
Sustain is just as strong in most cases this update because of the increased heavy attack resource return.
One thing that you may have missed is that vast numbers of people, since at least patch 1.3, have not wanted to use fully charged heavy attacks.
Such a play is available so to speak, but it isn't fun. I can point out how lame heavy attacks feel and how risky they are, but I can also point out that most people just haven't been using heavy attacks as a proof of my point. Fully charged heavy attack are lame.
Of course, that dislike hasn't stopped the development team from trying to stuff fully charged heavy attacks down our throats over the past several years. One doesn't go to the grocery store and find vomit flavored ice cream and, even though a rare person may like such a thing, if we did see such a good, then we would know it to be an utter waste. In the case of fully charged heavy attacks, a decent number of people are doing the equivalent of saying that we should get used to eating puke infused frozen dairy treats and that is just how things are going to be. Oh well.
THEDKEXPERIENCE wrote: »Personofsecrets wrote: »If you are having sustain issue you are:
A: not at max level
B: not properly weaving in heavy attacks
C: a combination of both and or not properly setup gear wise.
Sustain is just as strong in most cases this update because of the increased heavy attack resource return.
One thing that you may have missed is that vast numbers of people, since at least patch 1.3, have not wanted to use fully charged heavy attacks.
Such a play is available so to speak, but it isn't fun. I can point out how lame heavy attacks feel and how risky they are, but I can also point out that most people just haven't been using heavy attacks as a proof of my point. Fully charged heavy attack are lame.
Of course, that dislike hasn't stopped the development team from trying to stuff fully charged heavy attacks down our throats over the past several years. One doesn't go to the grocery store and find vomit flavored ice cream and, even though a rare person may like such a thing, if we did see such a good, then we would know it to be an utter waste. In the case of fully charged heavy attacks, a decent number of people are doing the equivalent of saying that we should get used to eating puke infused frozen dairy treats and that is just how things are going to be. Oh well.
What is so lame about heavy attacking? You're hitting a button and something happens. It's the exact same thing with, generally, a slightly less awesome animation. Oh darn, the humanity.
If you want vomit flavored ice cream get the just wear Selenes and Viper. Lots of "skill" and "fun" there!
Personofsecrets wrote: »THEDKEXPERIENCE wrote: »Personofsecrets wrote: »If you are having sustain issue you are:
A: not at max level
B: not properly weaving in heavy attacks
C: a combination of both and or not properly setup gear wise.
Sustain is just as strong in most cases this update because of the increased heavy attack resource return.
One thing that you may have missed is that vast numbers of people, since at least patch 1.3, have not wanted to use fully charged heavy attacks.
Such a play is available so to speak, but it isn't fun. I can point out how lame heavy attacks feel and how risky they are, but I can also point out that most people just haven't been using heavy attacks as a proof of my point. Fully charged heavy attack are lame.
Of course, that dislike hasn't stopped the development team from trying to stuff fully charged heavy attacks down our throats over the past several years. One doesn't go to the grocery store and find vomit flavored ice cream and, even though a rare person may like such a thing, if we did see such a good, then we would know it to be an utter waste. In the case of fully charged heavy attacks, a decent number of people are doing the equivalent of saying that we should get used to eating puke infused frozen dairy treats and that is just how things are going to be. Oh well.
What is so lame about heavy attacking? You're hitting a button and something happens. It's the exact same thing with, generally, a slightly less awesome animation. Oh darn, the humanity.
If you want vomit flavored ice cream get the just wear Selenes and Viper. Lots of "skill" and "fun" there!
Like I said - I have my reasons for not liking fully charged heavy attacks. It is more fun to time skills in a quick way. It is more fun to not have attacks interrupted.
It isn't just about me though. Many players have decided that using fully charged heavy attacks isn't that interactive and isn't that fun. The proof of that is not only the constant re-balancing and incentivization of heavy attacks by the balance team since as long as I can remember, but also the fact that swaths of players still have been choosing to not use fully charged heavy attacks despite the developer's changes. If they were fun, then people would be doing them.
Your comment about proc sets is a non-sequitur.
THEDKEXPERIENCE wrote: »Personofsecrets wrote: »THEDKEXPERIENCE wrote: »Personofsecrets wrote: »If you are having sustain issue you are:
A: not at max level
B: not properly weaving in heavy attacks
C: a combination of both and or not properly setup gear wise.
Sustain is just as strong in most cases this update because of the increased heavy attack resource return.
One thing that you may have missed is that vast numbers of people, since at least patch 1.3, have not wanted to use fully charged heavy attacks.
Such a play is available so to speak, but it isn't fun. I can point out how lame heavy attacks feel and how risky they are, but I can also point out that most people just haven't been using heavy attacks as a proof of my point. Fully charged heavy attack are lame.
Of course, that dislike hasn't stopped the development team from trying to stuff fully charged heavy attacks down our throats over the past several years. One doesn't go to the grocery store and find vomit flavored ice cream and, even though a rare person may like such a thing, if we did see such a good, then we would know it to be an utter waste. In the case of fully charged heavy attacks, a decent number of people are doing the equivalent of saying that we should get used to eating puke infused frozen dairy treats and that is just how things are going to be. Oh well.
What is so lame about heavy attacking? You're hitting a button and something happens. It's the exact same thing with, generally, a slightly less awesome animation. Oh darn, the humanity.
If you want vomit flavored ice cream get the just wear Selenes and Viper. Lots of "skill" and "fun" there!
Like I said - I have my reasons for not liking fully charged heavy attacks. It is more fun to time skills in a quick way. It is more fun to not have attacks interrupted.
It isn't just about me though. Many players have decided that using fully charged heavy attacks isn't that interactive and isn't that fun. The proof of that is not only the constant re-balancing and incentivization of heavy attacks by the balance team since as long as I can remember, but also the fact that swaths of players still have been choosing to not use fully charged heavy attacks despite the developer's changes. If they were fun, then people would be doing them.
Your comment about proc sets is a non-sequitur.
Touché about the proc set.
But ... many people liking something does not mean it's better. I've always enjoyed heavy attacks and view it as an intelligent way to play offense. I totally can animation cancel, so it's not like I HA due to lack of stick skill. I simply read online 3 years ago that HAs regain resources and decided that I'd be better served HAing a lot and ignoring my regen. I've gotten killed on this board for years by meta players for telling them to do the same, but I'm in the process of getting the last laugh ... so ... yeah ... heavy attack more.
Personofsecrets wrote: »THEDKEXPERIENCE wrote: »Personofsecrets wrote: »THEDKEXPERIENCE wrote: »Personofsecrets wrote: »If you are having sustain issue you are:
A: not at max level
B: not properly weaving in heavy attacks
C: a combination of both and or not properly setup gear wise.
Sustain is just as strong in most cases this update because of the increased heavy attack resource return.
One thing that you may have missed is that vast numbers of people, since at least patch 1.3, have not wanted to use fully charged heavy attacks.
Such a play is available so to speak, but it isn't fun. I can point out how lame heavy attacks feel and how risky they are, but I can also point out that most people just haven't been using heavy attacks as a proof of my point. Fully charged heavy attack are lame.
Of course, that dislike hasn't stopped the development team from trying to stuff fully charged heavy attacks down our throats over the past several years. One doesn't go to the grocery store and find vomit flavored ice cream and, even though a rare person may like such a thing, if we did see such a good, then we would know it to be an utter waste. In the case of fully charged heavy attacks, a decent number of people are doing the equivalent of saying that we should get used to eating puke infused frozen dairy treats and that is just how things are going to be. Oh well.
What is so lame about heavy attacking? You're hitting a button and something happens. It's the exact same thing with, generally, a slightly less awesome animation. Oh darn, the humanity.
If you want vomit flavored ice cream get the just wear Selenes and Viper. Lots of "skill" and "fun" there!
Like I said - I have my reasons for not liking fully charged heavy attacks. It is more fun to time skills in a quick way. It is more fun to not have attacks interrupted.
It isn't just about me though. Many players have decided that using fully charged heavy attacks isn't that interactive and isn't that fun. The proof of that is not only the constant re-balancing and incentivization of heavy attacks by the balance team since as long as I can remember, but also the fact that swaths of players still have been choosing to not use fully charged heavy attacks despite the developer's changes. If they were fun, then people would be doing them.
Your comment about proc sets is a non-sequitur.
Touché about the proc set.
But ... many people liking something does not mean it's better. I've always enjoyed heavy attacks and view it as an intelligent way to play offense. I totally can animation cancel, so it's not like I HA due to lack of stick skill. I simply read online 3 years ago that HAs regain resources and decided that I'd be better served HAing a lot and ignoring my regen. I've gotten killed on this board for years by meta players for telling them to do the same, but I'm in the process of getting the last laugh ... so ... yeah ... heavy attack more.
Only a small portion of people liking something does not necessarily prove anything either. Although the number of people interested in a particular part of the game may not prove how the game should be one way or another, it would be nice if the majority of players got the type of game that they wanted while there is still space for the minority of players to enjoy themselves.
In the homestead patch, as far as resource management and heavy attacks were concerned, the majority of players were enjoying having enough resources without being shoe horned into using fully charged heavy attacks while the minority of players who are interested in fully charged heavy attacks still had some space for themselves in PVE and PVP. That sounds like balanced approach to most people being able to enjoy the resource and fully charged heavy attack dynamic.
Then comes Morrowind which turns that dynamic on it's head and for what reason exactly?
THEDKEXPERIENCE wrote: »I have an example of why i think that the Sustain Reduction with Morrowind is way over the top:
This is a regular parse done on a Magicka Warden build that I use right now, BUT I used the Ghastly Eye Bowl drink to actually be able to sustain it through a regular dummy without using any heavy attacks. You see that i have a 1891 Magicka Drain per second and get 1583 magicka back every second. As I was interested how that would've looked in Homestead and with only the Elemental Drain change and Light Armor change reverted, I simulated the setup in the calculator and adjusted the values in two columns so that they match the Homestead update.
Here are the results:
you see that even with about 2000 recovery, i can NOT sustain a full light attack rotation infinetely. I didnt have vampire leveled yet, so i lost 10% recovery, but it's pretty frustrating to stand in front of the dummy and sacrificing so much to actually be able to sustain a regular rotation. I dont have alchemy leveled yet so i only got an uptime of 57% on the major intellect.
In Homestead i wouldve had no sustain issues at all. My drain/regeneration wouldve been positive.
I have heavy attack builds around, as you might know, and I also like that playstyle because it's easy and still feels powerful. But it is still awful that i do mouch more damage with a simpler rotation without havin to care about sustain. Why would I cripple myself by using something more complex, just to net a lower or at least the same result. Now this does not hold for all classes of course, but for magicka, i found this to be the case.
So @ZOS_GinaBruno, @ZOS_RichLambert , please consider at least reverting the light and medium armor changes and the reduction to elemental drain. It can't be that you have to use more than 2000 recovery to be able to sustain a rotation.
You don't have to. The only thing you have to do is realize that however you were playing before was wrong. Hitting A, A, A, A, A, A until a target is fried is not a play style that ZOS wants so, sorry, attack less frequently.
Oreyn_Bearclaw wrote: »Long thread, didnt read it all, but here are my 2 cents.
I believe that infinite sustain was an issue in PVP primarily, but that doesnt meant that I think resource management was meaningless in PVE before morrowind. We relied on group synergy, primarily from tanks and healers, so that DPS could go as glass cannon as possible in a proper group. I get why people might not like that, but from a high end raid perspective, it worked really well. Did we need some nerfs? Probably, but I think they simply took them too far.
Over and over, ZOS has said that they want to lower the ceiling and raise the floor. Again, I get that. The power gap between the Hodors of the world and your average pug group was insane. They might as well not be playing the same game.
Lowering the Ceiling
One direct result of this nerf that so many have pointed out, is that we need to adapt. Well the most obvious way is to start doing heavy attacks. Every heavy attack you do in a rotation takes 1 button press. What you are foregoing from the old meta rotation is 2 skills with a weave, so 4 button presses. The net result is that we lost DPS and our rotation got significantly easier. To many people, myself included, it is essentially taking a fast paced game that we love, and putting it in slow motion. It takes less skill, it is less engaging, it is less dynamic, and ultimately, is not as as fun from my perspective.
So arguably, they accomplished this task. Most raids were down in group DPS, at least initially, and fights that we were very comfortable with became much harder. Many raids are essentially having to relearn fights like VMOL HM. Now, we might very well see group DPS increase from where it was last patch with Major Slayer, but that isnt happening in the vast majority of groups, at least not yet.
Raising the Floor?
Here I am honestly not sure yet. Most experienced players (that didnt leave the game) can adapt pretty quickly. Some combo of heavy attacks, regen glyphs, poisons, and witchmothers will get you there. Furthermore, HA builds were just as viable last patch for the average person, so its not like its this new thing that everyone will jump on. I am not convinced that this really did much for the low level player. Arguably, they are going to have a tougher time adapting because they likely dont understand the nuances of managing regen, and they are also likely not getting the support they need from their raid. From a solo perspective, places like VMA certainly got harder. If you couldnt complete before patch, good luck. One staple of most MMOs seems to be that you get more powerful with each DLC, and therefore, the older content becomes a little easier each patch. This is a good thing as ti perhaps gives an opportunity for the less skilled to explore content they would have never cleared at launch.
Ultimately, I am not quite sure they hit the goal. I do believe they have done a great deal with bringing balance to the game, at least from a PVE standpoint. Stam is back on top for damage, but with a more difficult playstyle, and sorcs are no longer the clear favorites for magic DPS. If it were me, I would leave the CP changes as is, but revert a few of the other nerfs that help groups manage resources when they work together.
Some people's expectations are such that they make themselves miserable. If you are no longer having fun, you should make a change, try a different game, role a new character, try different builds, or just take a break. All MMO have rebalancing, fixing bugs, which people cry about as nerfs even when they clearly had a significant advantage over other players or the intended difficulty level of the game.
You are complaining about sustain, and the effect it has on your character's dps in a game where the dps levels people are talking about are due to animation cancelling and firing off more attacks in a shorter timeframe than they should. How crazy is that? An unlimited number of too fast attacks, you really want no downside. Even games where characters are absurdly overpowered and are mowing down a constant stream of enemies I have yet to see anything comparable to the dps and resource exploitation in this game.
How sad would it be to have content additions and gameplay changes and feel no need to change your character, gear, skills, or rotation. I have quite a bit of fun with gear combination exploration and trying to make skill/gear combinations work. I would rather have a strong character I can play outside the meta than one following it, beating the meta-drones is pure bliss.
Post patch I still run into a number of characters that seem to have no problem maximizing sustain and damage, or sustain and tanking, or all 3.
THEDKEXPERIENCE wrote: »Personofsecrets wrote: »THEDKEXPERIENCE wrote: »Personofsecrets wrote: »THEDKEXPERIENCE wrote: »Personofsecrets wrote: »If you are having sustain issue you are:
A: not at max level
B: not properly weaving in heavy attacks
C: a combination of both and or not properly setup gear wise.
Sustain is just as strong in most cases this update because of the increased heavy attack resource return.
One thing that you may have missed is that vast numbers of people, since at least patch 1.3, have not wanted to use fully charged heavy attacks.
Such a play is available so to speak, but it isn't fun. I can point out how lame heavy attacks feel and how risky they are, but I can also point out that most people just haven't been using heavy attacks as a proof of my point. Fully charged heavy attack are lame.
Of course, that dislike hasn't stopped the development team from trying to stuff fully charged heavy attacks down our throats over the past several years. One doesn't go to the grocery store and find vomit flavored ice cream and, even though a rare person may like such a thing, if we did see such a good, then we would know it to be an utter waste. In the case of fully charged heavy attacks, a decent number of people are doing the equivalent of saying that we should get used to eating puke infused frozen dairy treats and that is just how things are going to be. Oh well.
What is so lame about heavy attacking? You're hitting a button and something happens. It's the exact same thing with, generally, a slightly less awesome animation. Oh darn, the humanity.
If you want vomit flavored ice cream get the just wear Selenes and Viper. Lots of "skill" and "fun" there!
Like I said - I have my reasons for not liking fully charged heavy attacks. It is more fun to time skills in a quick way. It is more fun to not have attacks interrupted.
It isn't just about me though. Many players have decided that using fully charged heavy attacks isn't that interactive and isn't that fun. The proof of that is not only the constant re-balancing and incentivization of heavy attacks by the balance team since as long as I can remember, but also the fact that swaths of players still have been choosing to not use fully charged heavy attacks despite the developer's changes. If they were fun, then people would be doing them.
Your comment about proc sets is a non-sequitur.
Touché about the proc set.
But ... many people liking something does not mean it's better. I've always enjoyed heavy attacks and view it as an intelligent way to play offense. I totally can animation cancel, so it's not like I HA due to lack of stick skill. I simply read online 3 years ago that HAs regain resources and decided that I'd be better served HAing a lot and ignoring my regen. I've gotten killed on this board for years by meta players for telling them to do the same, but I'm in the process of getting the last laugh ... so ... yeah ... heavy attack more.
Only a small portion of people liking something does not necessarily prove anything either. Although the number of people interested in a particular part of the game may not prove how the game should be one way or another, it would be nice if the majority of players got the type of game that they wanted while there is still space for the minority of players to enjoy themselves.
In the homestead patch, as far as resource management and heavy attacks were concerned, the majority of players were enjoying having enough resources without being shoe horned into using fully charged heavy attacks while the minority of players who are interested in fully charged heavy attacks still had some space for themselves in PVE and PVP. That sounds like balanced approach to most people being able to enjoy the resource and fully charged heavy attack dynamic.
Then comes Morrowind which turns that dynamic on it's head and for what reason exactly?
What reason? Because the entire game became a face roll for 99.99% of content. Forcing people to heavy attack at least brings some mechanics into play.
The game was ridiculously imbalanced in PVE under the last patch. The only reason everyone was ok with it was because NPCs don't have forum accounts to complain.
Doctordarkspawn wrote: »Oreyn_Bearclaw wrote: »Long thread, didnt read it all, but here are my 2 cents.
I believe that infinite sustain was an issue in PVP primarily, but that doesnt meant that I think resource management was meaningless in PVE before morrowind. We relied on group synergy, primarily from tanks and healers, so that DPS could go as glass cannon as possible in a proper group. I get why people might not like that, but from a high end raid perspective, it worked really well. Did we need some nerfs? Probably, but I think they simply took them too far.
Over and over, ZOS has said that they want to lower the ceiling and raise the floor. Again, I get that. The power gap between the Hodors of the world and your average pug group was insane. They might as well not be playing the same game.
Lowering the Ceiling
One direct result of this nerf that so many have pointed out, is that we need to adapt. Well the most obvious way is to start doing heavy attacks. Every heavy attack you do in a rotation takes 1 button press. What you are foregoing from the old meta rotation is 2 skills with a weave, so 4 button presses. The net result is that we lost DPS and our rotation got significantly easier. To many people, myself included, it is essentially taking a fast paced game that we love, and putting it in slow motion. It takes less skill, it is less engaging, it is less dynamic, and ultimately, is not as as fun from my perspective.
So arguably, they accomplished this task. Most raids were down in group DPS, at least initially, and fights that we were very comfortable with became much harder. Many raids are essentially having to relearn fights like VMOL HM. Now, we might very well see group DPS increase from where it was last patch with Major Slayer, but that isnt happening in the vast majority of groups, at least not yet.
Raising the Floor?
Here I am honestly not sure yet. Most experienced players (that didnt leave the game) can adapt pretty quickly. Some combo of heavy attacks, regen glyphs, poisons, and witchmothers will get you there. Furthermore, HA builds were just as viable last patch for the average person, so its not like its this new thing that everyone will jump on. I am not convinced that this really did much for the low level player. Arguably, they are going to have a tougher time adapting because they likely dont understand the nuances of managing regen, and they are also likely not getting the support they need from their raid. From a solo perspective, places like VMA certainly got harder. If you couldnt complete before patch, good luck. One staple of most MMOs seems to be that you get more powerful with each DLC, and therefore, the older content becomes a little easier each patch. This is a good thing as ti perhaps gives an opportunity for the less skilled to explore content they would have never cleared at launch.
Ultimately, I am not quite sure they hit the goal. I do believe they have done a great deal with bringing balance to the game, at least from a PVE standpoint. Stam is back on top for damage, but with a more difficult playstyle, and sorcs are no longer the clear favorites for magic DPS. If it were me, I would leave the CP changes as is, but revert a few of the other nerfs that help groups manage resources when they work together.
My problem with this is how they've chosen to lower the ceiling. Have rotations got easier? Arguibly. But quite frankly there were ways to do this without nerfing the playerbase so heavily. There were ways to augment the difficulty without screwing over the people who didn''t want it.
I'd say, revert all of it, and start instituting better difficulty selections. If resource management becomes a part of higher difficulties, then everyone gets what they want. And a better curve for difficulty emerges.
I refuse to adapt because I believe this update was a bad idea. In it's entirety.
Oreyn_Bearclaw wrote: »Doctordarkspawn wrote: »Oreyn_Bearclaw wrote: »Long thread, didnt read it all, but here are my 2 cents.
I believe that infinite sustain was an issue in PVP primarily, but that doesnt meant that I think resource management was meaningless in PVE before morrowind. We relied on group synergy, primarily from tanks and healers, so that DPS could go as glass cannon as possible in a proper group. I get why people might not like that, but from a high end raid perspective, it worked really well. Did we need some nerfs? Probably, but I think they simply took them too far.
Over and over, ZOS has said that they want to lower the ceiling and raise the floor. Again, I get that. The power gap between the Hodors of the world and your average pug group was insane. They might as well not be playing the same game.
Lowering the Ceiling
One direct result of this nerf that so many have pointed out, is that we need to adapt. Well the most obvious way is to start doing heavy attacks. Every heavy attack you do in a rotation takes 1 button press. What you are foregoing from the old meta rotation is 2 skills with a weave, so 4 button presses. The net result is that we lost DPS and our rotation got significantly easier. To many people, myself included, it is essentially taking a fast paced game that we love, and putting it in slow motion. It takes less skill, it is less engaging, it is less dynamic, and ultimately, is not as as fun from my perspective.
So arguably, they accomplished this task. Most raids were down in group DPS, at least initially, and fights that we were very comfortable with became much harder. Many raids are essentially having to relearn fights like VMOL HM. Now, we might very well see group DPS increase from where it was last patch with Major Slayer, but that isnt happening in the vast majority of groups, at least not yet.
Raising the Floor?
Here I am honestly not sure yet. Most experienced players (that didnt leave the game) can adapt pretty quickly. Some combo of heavy attacks, regen glyphs, poisons, and witchmothers will get you there. Furthermore, HA builds were just as viable last patch for the average person, so its not like its this new thing that everyone will jump on. I am not convinced that this really did much for the low level player. Arguably, they are going to have a tougher time adapting because they likely dont understand the nuances of managing regen, and they are also likely not getting the support they need from their raid. From a solo perspective, places like VMA certainly got harder. If you couldnt complete before patch, good luck. One staple of most MMOs seems to be that you get more powerful with each DLC, and therefore, the older content becomes a little easier each patch. This is a good thing as ti perhaps gives an opportunity for the less skilled to explore content they would have never cleared at launch.
Ultimately, I am not quite sure they hit the goal. I do believe they have done a great deal with bringing balance to the game, at least from a PVE standpoint. Stam is back on top for damage, but with a more difficult playstyle, and sorcs are no longer the clear favorites for magic DPS. If it were me, I would leave the CP changes as is, but revert a few of the other nerfs that help groups manage resources when they work together.
My problem with this is how they've chosen to lower the ceiling. Have rotations got easier? Arguibly. But quite frankly there were ways to do this without nerfing the playerbase so heavily. There were ways to augment the difficulty without screwing over the people who didn''t want it.
I'd say, revert all of it, and start instituting better difficulty selections. If resource management becomes a part of higher difficulties, then everyone gets what they want. And a better curve for difficulty emerges.
I refuse to adapt because I believe this update was a bad idea. In it's entirety.
@Doctordarkspawn
I agree and disagree with parts. Infinite sustain was an issue in PVP. There were basically unkillable players running around that could still do a decent amount of damage. So I was fine with them pulling back on sustain a bit, but in typical ZOS fashion, they went too far the other way. I would have much rather seen them address this with something in battlespirit and/or just remove CP from PVP entirely.
I think it's hard to deny that Veteran Content just got harder for the average player. I agree that this was probably not a good thing big picture and certainly seems contrary to their stated goals.
I think you absolutely are on to something when you talk about difficulty levels. The fundamental problem with PVE in this game (other than the horrendous loot system) is that there is WAY too much of a gap between normal and vet. There should be a middle ground that basically gives the potential for the same rewards as vet, but doesnt require massive DPS to be successful. You could then even buff vet to make the hardcore players happy. A third or even fourth tier of difficulty would solve a LOT of problems in this game.
drakhan2002_ESO wrote: »For stamina builds, use reduce cost jewelry glyphs
For magicka builds, use increase regen jewelry glyphs
...works for me...
Bobby_V_Rockit wrote: »I sustain same as before and do more damage. Life is good.
Oreyn_Bearclaw wrote: »Bobby_V_Rockit wrote: »I sustain same as before and do more damage. Life is good.
Then your build last patch was probably lacking in DPS. Nobody came through this unscathed.
leepalmer95 wrote: »Your skills don't suddenly cost 8k, if your in pvp and still running an old builds its time to switch, if your in battlegrounds its time to drop heavy.
Yes, the changes to sustain= No more fun play. Couldn't agree more on this and yes i've adapted. By putting all my toons to rest and only playing HA sorc these days, still pulling decent DPS but IT'S NOT FUN. Have done vMA jsut once on HA sorc build after the patch, and i've no intention of going back there anymore, because it's not my play style.
Regarding the game getting easier as we progress, and ZOS trying to bring the ceiling down and all that BS, bellow are the facts-
1. It's a fact that the content we have in ESO is not progression based. It's all Capped at a certain (CP-160) lvl regardless of your character levels.
2. Progression in learning the mechanics and getting better at your game play will help you to clear the existing content faster but will also result in what is termed as Power Creep, as called by many.
3. With the current CP system, more CP= more power does not apply, since most CP are front loaded, and at the current level you are already getting most of it. So more CP in future is not going to make your characters too powerful, so progression is again broken there.
4. The worst of all is balancing the game difficulty vs Player level (CP) is that the content scaling currently is at 160 along with gear and in future whenever it increases, it'll again become imbalanced to CP. And then again ZOS has to come up with a different CP system/ behavior to compensate for the changes in difficulty as well as game play.
TLDR- there is no way ZOS can stick to a certain set of CP rules/ system which can be called stable in long run as the new content and new difficulty levels are introduced. They always will have to keep a constant check on player performance vs their content and in time to time as we have seen in past, keep introducing new changes (NERF) to bring back the players to level before, and WHATEVER PROGRESSION PLAYERS GET IN CURRENT PATCH, IT'LL ALL BE REVERTED TO THE STATUS OF 2 PATCHES BEFORE IN THE NEXT PATCH.
So adapt all you want, but there is no progression here.
I kind of like where it's going, if it's going where I think it is.
Personally i would prefer if they killed rotations altogether by increasing skill cost even more, although the could make skills a bit more powerful in some cases, so skills is to be used in the right situation at the right time, not spammed and weaved in endless mindless rotations.
During a long boss fight, main damage should be regular attacks and buffs, and skills should be used sparesely at the right moment, when needed, for bursts, defense cc or whatever. More focus on timing than mindless weaving for stacking dps skills is more fun in my book.
Current end game is boring as hell. Skill spamming, rotation fiesta with latest meta builds and BiS gear or nothing. Personally I'm sticking to quests and some casual grouping until they fix endgame. And by fix, I mean "nerf" it even more.
Make skills matter in the right situation, not in a mindless boring rotation. Make them more powerful, but increase the cost.